// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------

#ifndef __D_EVENT__
#define __D_EVENT__

#include "doomtype.h"

//
// Event handling.
//

// Input event types.
typedef enum
{
    ev_keydown,
    ev_keyup,
    ev_mouse,
    ev_joystick
} evtype_t;

// Event structure.
typedef struct
{
    evtype_t    type;
    int         data1;          // keys / mouse/joystick buttons
    int         data2;          // mouse/joystick x move
    int         data3;          // mouse/joystick y move
} event_t;

typedef enum
{
    ga_nothing,
    ga_loadlevel,
    ga_newgame,
    ga_loadgame,
    ga_savegame,
    ga_playdemo,
    ga_completed,
    ga_victory,
    ga_worlddone,
    ga_screenshot
} gameaction_t;

//
// Button/action code definitions.
//
typedef enum
{
    // Press "Fire".
    BT_ATTACK           = 1,
    // Use button, to open doors, activate switches.
    BT_USE              = 2,

    // Flag: game events, not really buttons.
    BT_SPECIAL          = 128,
    BT_SPECIALMASK      = 3,

    // Flag, weapon change pending.
    // If true, the next 3 bits hold weapon num.
    BT_CHANGE           = 4,
    // The 3bit weapon mask and shift, convenience.
    BT_WEAPONMASK       = (8+16+32),
    BT_WEAPONSHIFT      = 3,

    // Pause the game.
    BTS_PAUSE           = 1,
    // Save the game at each console.
    BTS_SAVEGAME        = 2,

    // Savegame slot numbers
    //  occupy the second byte of buttons.
    BTS_SAVEMASK        = (4+8+16),
    BTS_SAVESHIFT       = 2,

} buttoncode_t;

//
// GLOBAL VARIABLES
//
#define MAXEVENTS               64

extern  event_t         events[MAXEVENTS];
extern  int             eventhead;
extern  int             eventtail;

extern  gameaction_t    gameaction;

#endif  // __D_EVENT__
